Example #1
0
int CLuaACLDefs::hasObjectPermissionTo ( lua_State* luaVM )
{
//  bool hasObjectPermissionTo ( string / element theObject, string theAction [, bool defaultPermission = true ] )
    CResource* pResource = NULL; CElement* pElement = NULL; SString strObject; SString strRightName; bool bDefault; CAccessControlListGroupObject::EObjectType eObjectType;

    CScriptArgReader argStream ( luaVM );
    if ( argStream.NextIsUserDataOfType < CResource > () )
        argStream.ReadUserData ( pResource );
    else
    if ( argStream.NextIsUserDataOfType < CElement > () )
        argStream.ReadUserData ( pElement );
    else
        argStream.ReadString ( strObject );

    argStream.ReadString ( strRightName );
    argStream.ReadBool ( bDefault, true );

    if ( !argStream.HasErrors () )
    {
        if ( pResource )
        {
            // Grab the resource's name
            strObject = pResource->GetName ();
            eObjectType = CAccessControlListGroupObject::OBJECT_TYPE_RESOURCE;
        }
        else if ( pElement )
        {
            // Grab the client this player/console/whatever is
            CClient* pClient = pElement->GetClient ();
            if ( pClient )
            {
                // Get his account
                CAccount* pAccount = pClient->GetAccount ();
                if ( pAccount )
                {
                    // Grab the username
                    strObject = pAccount->GetName ();
                    eObjectType = CAccessControlListGroupObject::OBJECT_TYPE_USER;
                }
            }
        }
        else
        {
            // Extract the object name itself including the type
            const char * szName = CAccessControlListManager::ExtractObjectName ( strObject.c_str (), eObjectType );
            strObject = szName ? szName : "";
        }

        // Got a string?
        if ( !strObject.empty () )
        {
            // Extract the right name itself including the type
            CAccessControlListRight::ERightType eRightType;
            strRightName = CAccessControlListManager::ExtractRightName ( strRightName, eRightType );

            // Did we get a right name without the prefix?
            if ( strRightName )
            {
                bool bHasPermission = m_pACLManager->CanObjectUseRight ( strObject, eObjectType, strRightName, eRightType, bDefault );

                // Return whether we had access or not
                lua_pushboolean ( luaVM, bHasPermission );
                return 1;
            }
        }
    }
    else
        m_pScriptDebugging->LogCustom ( luaVM, argStream.GetFullErrorMessage () );

    // Failed
    lua_pushnil ( luaVM );
    return 1;
}
Example #2
0
int CLuaACLDefs::hasObjectPermissionTo ( lua_State* luaVM )
{
    // What object name we're going to check
    CAccessControlListGroupObject::EObjectType eObjectType;
    std::string strObject;

    // Got a pointer argument?
    if ( lua_type ( luaVM, 1 ) == LUA_TLIGHTUSERDATA )
    {
        // Grab it
        CResource* pResource = lua_toresource ( luaVM, 1 );
        CElement* pElement = lua_toelement ( luaVM, 1 );

        // Is it a valid resource?
        if ( pResource )
        {
            // Grab the resource's name
            strObject = pResource->GetName ();
            eObjectType = CAccessControlListGroupObject::OBJECT_TYPE_RESOURCE;
        }

        // Is this a valid element?
        else if ( pElement )
        {
            // Grab the client this player/console/whatever is
            CClient* pClient = pElement->GetClient ();
            if ( pClient )
            {
                // Get his account
                CAccount* pAccount = pClient->GetAccount ();
                if ( pAccount )
                {
                    // Grab the username
                    strObject = pAccount->GetName ();
                    eObjectType = CAccessControlListGroupObject::OBJECT_TYPE_USER;
                }
            }
        }
    }

    // Got a string argument?
    else if ( lua_type ( luaVM, 1 ) == LUA_TSTRING )
    {
        // Change the pointer to point to our argument
        strObject = lua_tostring ( luaVM, 1 );

        // Extract the object name itself including the type
        const char * szName = CAccessControlListManager::ExtractObjectName ( strObject.c_str (), eObjectType );
        strObject = szName ? szName : "";
    }

    // Got a string?
    if ( !strObject.empty () )
    {
        // Got a string with the action to check for permission?
        if ( lua_type ( luaVM, 2 ) == LUA_TSTRING )
        {
            // Grab the right name we should've gotten passed
            const char* szRightName = lua_tostring ( luaVM, 2 );

            // Extract the right name itself including the type
            CAccessControlListRight::ERightType eRightType;
            szRightName = CAccessControlListManager::ExtractRightName ( szRightName, eRightType );

            // Did we get a right name without the prefix?
            if ( szRightName )
            {
                // Third argument to specify what the return defaults to.
                // This is if no ACL could be found.
                bool bDefault = true;
                if ( lua_type ( luaVM, 3 ) == LUA_TBOOLEAN )
                {
                    bDefault = lua_toboolean ( luaVM, 3 ) ? true:false;
                }

                // Check whether he has permissions to do that
                bool bHasPermission = m_pACLManager->CanObjectUseRight ( strObject.c_str (),
                                                                         eObjectType,
                                                                         szRightName,
                                                                         eRightType,
                                                                         bDefault );

                // Return whether we had access or not
                lua_pushboolean ( luaVM, bHasPermission );
                return 1;
            }
            else
                m_pScriptDebugging->LogBadType ( luaVM, "hasObjectPermissionTo" );
        }
        else
            m_pScriptDebugging->LogBadType ( luaVM, "hasObjectPermissionTo" );
    }
    else
        m_pScriptDebugging->LogBadType ( luaVM, "hasObjectPermissionTo" );

    // Failed
    lua_pushnil ( luaVM );
    return 1;
}